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Developing a full Martial Controller Monk Via Feats / Build
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<blockquote data-quote="Garthanos" data-source="post: 7852907" data-attributes="member: 82504"><p>While I considered that ... they are already power point free ie you are talking about adding pp to something that really works fine fully martial. (And the pp system already existing is pretty flawed)</p><p>-- sure the last avatar style fire magic could be a stylistic reason.</p><p></p><p></p><p>Looks like you are talking about adding a whole lot more to me. And I think allowing class features like the soft style with role specific booster feats in this case works very well towards the role switch over because it already had things that bring it close to controller in the first place. I am thinking only a few more than have been outlined would be needed to be basically useable - though perhaps more specifically designed for it would be needed for rich support. (I might be missing something)</p><p></p><p></p><p>I generally feel that that is was a mistake turning BAs into readily super enhanceable things instead of something you could reliably just have granted by Warlord moves or other things the way it was through out the previous design paradigm essentials went against a lot of assumptions doing that and broke things while you could up a basic to be like an at-will (that was about as far as anything went on purpose)</p><p></p><p>Seems like a lot of fidgety numbers game are you sure its worth it? Or that its solidly modelling something? I see the idea of mentally shifting and extending going on and I can almost see berserkergang managed with something like that.</p><p></p><p>Also your ideas do not seem to actually bring on the controller monk unless I missed something</p></blockquote><p></p>
[QUOTE="Garthanos, post: 7852907, member: 82504"] While I considered that ... they are already power point free ie you are talking about adding pp to something that really works fine fully martial. (And the pp system already existing is pretty flawed) -- sure the last avatar style fire magic could be a stylistic reason. Looks like you are talking about adding a whole lot more to me. And I think allowing class features like the soft style with role specific booster feats in this case works very well towards the role switch over because it already had things that bring it close to controller in the first place. I am thinking only a few more than have been outlined would be needed to be basically useable - though perhaps more specifically designed for it would be needed for rich support. (I might be missing something) I generally feel that that is was a mistake turning BAs into readily super enhanceable things instead of something you could reliably just have granted by Warlord moves or other things the way it was through out the previous design paradigm essentials went against a lot of assumptions doing that and broke things while you could up a basic to be like an at-will (that was about as far as anything went on purpose) Seems like a lot of fidgety numbers game are you sure its worth it? Or that its solidly modelling something? I see the idea of mentally shifting and extending going on and I can almost see berserkergang managed with something like that. Also your ideas do not seem to actually bring on the controller monk unless I missed something [/QUOTE]
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